File Information

Original; thanks to the creator of the (excellent) Doom I UAC_DEAD.WAD (Leo Martin Lim) for the way to make the special bridge. Thanks also to IRONCLAW (AKA Charles Swisher) for the signature idea from 2DAMHRD.WAD.

Editors Used

1) DETH 3.7 (thanks, Twin Cam Tone!) 2) Wintex 3.41-- outstanding Deutex shell by the author of Deutex/DeuSF (Olivier Montanuy). I couldn't figure out the new version (4.0), so I went back to the "tried and true"-- prolly why I'm still using Win31 with 32 bit disk access (thanks to Adaptec!).

Home Page:http://ourworld.compuserve.com/homepages/surak1/archvile.htm
(with incredible links to my other Doom2 and
Heretic PWADS, and sooo much more!)

Synopsis: An incredible .wad featuring:
++> A Slackful Pipe-Smokin' Space Ranger!
++> New music, sounds, and textures (including
a non-repeating sky)
++> FOUR count 'em FOUR awesome new sprites!!!
++> Intentional, evil, and twisted use of the AV bug
(download the awesome [but less pernicious]
WTRFRONT.WAD by Scott F. Crank if you wish hints
on surviving the Gauntlet)
++> Surprises around every corner.
++> A devastating "Belly of the Beast" endgame
++> Many map changes from the original, non-Wintexized
version (previously available only on CompuServe's
Action Games Forum).

!!!WARNING!!!
You WILL have to install the Doom2 sprites into the .wad to play!
Please see the end of this text file for complete details... YOUR DOOM2
GAME FILES (IWAD and Executable) WILL NOT BE AFFECTED IN ANY WAY! If you
attempt to play the wad without heeding this warning, you WILL crash when
you open the blue door, with an error message: "R_DrawSpriteRange:
Bad sprite texture". So, please, follow the simple directions below!
Thanks.

Description : You have been teleported into the
heart of enemy territory to rescue three comrades still known
to be held alive (in suspended animation) in the belly of the beast.
The aliens seem to have adopted the SubGenius religion-- this will
only make finding them harder, as their extraterrestrial Slack and
grafted Yeti genetic code may hide them from your sensors.
Your mission is search and rescue-- get in, locate the
hostages, and get out. When your hypercomm link shows Earth Defense
Command that you have succeeded in your mission (and not before), a
variant of the experimental interdim tech that started this
hellish war will be engaged to retrieve you and your fellow marines.

Good luck, godspeed, and Semper Fi!

P.S.-- Governmental budgetary gridlock forces us to send you
in with only a MK1 pistol, but intel assures us that the
weapons and supplies of the previous dozen "volunteers" should
most probably be available for your use...somewhere.

P.P.S. Preliminary intel indicates the Enemy may have developed
a new offensive technology. Stay sharp, marine, and trust your
instincts.
================================================================

* Construction *
Base : Original; thanks to the creator of
the (excellent) Doom I UAC_DEAD.WAD (Leo Martin
Lim) for the way to make the special bridge.
Thanks also to IRONCLAW (AKA Charles Swisher) for
the signature idea from 2DAMHRD.WAD.
Editor(s) used : 1) DETH 3.7 (thanks, Twin Cam Tone!)
2) Wintex 3.41-- outstanding Deutex shell by the
author of Deutex/DeuSF (Olivier Montanuy). I
couldn't figure out the new version (4.0), so I
went back to the "tried and true"-- prolly why
I'm still using Win31 with 32 bit disk access
(thanks to Adaptec!).
Construction Time : Bitte nicht fragen. Far too long.
Known Bugs : Ascaris Lumbricoides, Taenia Solium,
et al.
Seriously, a few small "texture
bleeds" here & there (due to odd Linedef
lengths), but nothing fatal.
(Only the enemies are fatal;-)
Release Date : First uploaded to CIS 6 Apr 95 (orig. version)
Original version initially uploaded to
alt.binaries.doom 14 May 95
Revision 2 uploaded to CIS, alt.binaries.doom,
and ftp.cdrom.com 26 Jan 96.
Revision 3 uploaded to a.b.d. and alt.slack
3 Feb 96; uploaded to ftp.cdrom.com 1 May 96

Dedication : Thanks to my wife (Whay) and my kids (Alex and
Andrew) for putting up with my creative frenzy.

* Copyright / Permissions *
Authors MAY use this level as a base to build additional levels.
If you make an *interesting* new wad out of mine, please let me
know-- I may want a copy for my collection!

You MAY distribute this WAD in any format, provided you include this file,
with no modifications; if this is included in any commercial format
(CD collection, etc.), you MUST send me a free, complete, fully functional
copy of the final product. I insist (only common courtesy, nicht wahr?).

THIS PWAD IS PROVIDED AS IS, WITH NO WARRANTY EITHER EXPRESSED OR IMPLIED.
ALTHOUGH I HAVE TRIED VERY HARD TO MAKE IT AS PERFECT AS THE SOFTWARE WILL ALLOW, I CANNOT GUARANTEE THAT IT WILL WORK ON ANY SYSTEM DIFFERENT FROM MY OWN (486 DX-4 100 MHz/16 MB RAM). USER ACCEPTS ALL RISKS OF USE, UP TO AND INCLUDING VISIPLANE OVERFLOW (especially if you try no-clipping mode without
considering sector overload), HALLS OF MIRRORS, SLOW PLAY IN THE GRAVEYARD,
BLACK PLAGUE, and/or SYSTEM CRASHES! USE AT YOUR OWN RISK.

INSTALLATION INSTRUCTIONS:

As this .wad includes new sprites, it must be "completed" with
all the rest of the Doom 2 sprites to function fully (due to a bug in
the ID software code). The old way (Star Wars Doom I, for example) was to
alter your IWAD permanently (or only semi-reversibly) using DMADDS/DMGRAPH.
NOW, thanks to Olivier Montanuy, I can include the freeware DeuSF to add
new "S"prites and "F"lats (no new flats in my wad) to the PWAD. So, after
installation, MIA_SAR1 will increase in size from ~2 MB--> ~5MB. Not to
worry, to save disk space, after you've finished playing, just enter
<<restore>> (or <<panxrest>> if all else fails) to reconstitute the
old-sprite-free wad you downloaded. YOUR IWAD SHOULD NOT BE AFFECTED
IN ANY WAY, but you do have a backup of doom2.wad v. 1.9 on your system
or on disk or tape, no? Just in case???

STEPS:
1) After unzipping all the files in MIA_SAR1.ZIP to your DoomII
subdirectory (where your IWAD resides), JUST TYPE INSTALL to have
DeuSF complete the PWAD with all the other DoomII sprites. The game
will immediately launch automatically.
2) After you've played the first time, you can use the batch
file mia1.bat to carry out the following command: doom2 -file mia_sar1.wad
Note that you should edit your batch file to reflect where you are
keeping mia_sar1.wad if not in the same subdirectory as your IWAD.
3) REPEATING: If you are backing up your hard drive, or just to
save space, you can run restore to shrink mia_sar1 back to 1 MB for
zipping; reinstall as above prn (doctor talk for "as needed").

Live long & prosper and happy dooming!

--- Dr. Archvile
AKA Rob (Not-Bob)
Read alt.slack!

FILES INCLUDED IN MIA_SAR1.ZIP:

mia_sar1.txt -- this file
mia_sar1.wad -- the old PWAD without the old sprites
deusf.exe -- the program to install the old sprites into mia_sar1.wad
deusf.txt -- the instructions for deuSF-- Should not be needed!
omthanks.txt -- credits for deutex/deuSF-- included by me out of courtesy
delete after reading & sending Olivier a message of gratitude!
install.bat -- installs sprites using deuSF
panxrest.bat -- my paranoid .bat file to restore the pwad if the
batch file >restore command fails
mia1.bat -- a simple .bat file to run mia_sar1 after the first time

...one final note...

Most of the e-mail I have received about MIA3UFO.WAD and my
Heretic PWAD, 7thSign2.WAD (both available at ftp.cdrom.com/.6/idgames/
levels/doom2/ or ftp.idsoftware.com) have involved getting the PWADS to run
under Windows 95, or problems with running the games with less than 16 MB
RAM. Since nearly all of my PWADS (except the un-Wintexized MIA_SAR2.WAD)
run the bleeding edge of the DOOM/Heretic engine, your mileage may well
vary. I suggest JUST SAYING NO to Windows 95 for id Games and booting
DOS. Thanks in advance.

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Guest

October 8, 2015

Early 1996 map. Has plain hopeless layout, architecture, texture use, ambiance & gameplay. But author showed a lot of technical skills; between more, this is the oldest level I'm aware of implementing the idea of stealth monsters. 4* for the effort alone, and don't expect a nice adventure, because there isn't. BTW I seriously doubth voter #1 has finished it without cheating @ UV...

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File Reviews

Pretty enjoyable map, besides volume of background music. I'm just turned it off and stalk through map in silence, hunting on enemies that waited for me behind each corner. For vanilla-compatible map its very big and complex in structure. Map brings a good survival challenge for player by lack of medikits, forcing to play carefully and without haste.
I remember that i seen boxes with rockets, but not the Rockerlauncher itself. Its strange, but not breaks gameplay.
Overall, its a good example of vanilla gameplay and design.

yeah I gotta admit, this one's pretty good too. apparently it's not a speedmap, but it damn sure got inspired by a lot of hard levels we all know and love. if it attempted only to do that and make a hard level that has similar aspects to those many maps, it succeeded, even though the level itself isn't gonna be as memorable, it is still a fun, tough challenge map. hone your skills with this map.

rather oddly, this short map ends up being my favorite from Didy. it's not confusing at all at least until you try to find the red skull key, and the pacing is pedestrian. the setting of the beach and the underwater stuff feels amazing, and the preshow at the beginning plus the interior parts weren't too bad either. all in all, pretty neat for once.

well, it's a speedmap alright, but those familiar with the magnum opuses that DD has already given will obviously not like this one as much. atmospheric? somewhat. nonlinear? that's great. tough? not as much as the other ones. basically, this is forgettable by DD's standards but is still miles ahead of other speedmaps I've played.